<?xml version="1.0" encoding="utf-8"?>
<Defs>
	<!-- There is only one type of UAC Plasma Cell for CE, no subcategory for variants required -->

	<!-- ==================== AmmoSets ========================== -->

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_Doom2016PlasmaGun</defName>
		<label>UAC Plasma Cell</label>
		<ammoTypes>
			<Ammo_Doom2016PlasmaCell>Bullet_Doom2016PlasmaGun</Ammo_Doom2016PlasmaCell>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_Doom2016VortexRifle</defName>
		<label>UAC Plasma Cell</label>
		<ammoTypes>
			<Ammo_Doom2016PlasmaCell>Bullet_Doom2016VortexRifle</Ammo_Doom2016PlasmaCell>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_Doom2016Hellshot</defName>
		<label>UAC Plasma Cell</label>
		<ammoTypes>
			<Ammo_Doom2016PlasmaCell>Bullet_Doom2016Hellshot</Ammo_Doom2016PlasmaCell>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<!-- ==================== Ammo ========================== -->

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="SpacerSmallAmmoBase">
		<defName>Ammo_Doom2016PlasmaCell</defName>
		<label>UAC Plasma Cell</label>
		<description>Plasma containment power cell developed by the Union Aerospace Corporation for heavy energy weapons, utilizing the compression of Argent energy</description>
		<statBases>
			<Mass>0.002</Mass>
		</statBases>
		<tradeTags>
			<li>CE_AutoEnableTrade</li>
			<li>CE_AutoEnableCrafting_TableMachining</li>
			<!-- Plasma ammo can't be handloaded, and the containment cell must be precision-machined anyway -->
		</tradeTags>
		<thingCategories>
			<li>AmmoAdvanced</li>
		</thingCategories>
		<stackLimit>450</stackLimit>
		<graphicData>
			<texPath>ThirdParty/CP DOOM and DOOM Kit Classic/Doom2016PlasmaCell</texPath>
			<graphicClass>CombatExtended.Graphic_StackCountRanged</graphicClass>
		</graphicData>
		<ammoClass>Plasma</ammoClass>
		<comps>
			<!-- Arbitarily defined cookoff explosive stats; represents a plasma containment system failing -->
			<li Class="CombatExtended.CompProperties_ExplosiveCE">
				<damageAmountBase>80</damageAmountBase>
				<explosiveDamageType>Bomb</explosiveDamageType>
				<explosiveRadius>0.5</explosiveRadius>
				<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
			</li>
			<li Class="CombatExtended.CompProperties_Fragments">
				<fragments>
					<Fragment_Large>2</Fragment_Large>
					<Fragment_Small>10</Fragment_Small>
				</fragments>
			</li>
		</comps>
	</ThingDef>

	<!-- ================== Projectiles ================== -->

	<!-- Workaround for conditionally-patched projectiles: use an existing abstract class from the generic ammo library (In this case, Base6x24mmChargedBullet) -->

	<ThingDef ParentName="Base6x24mmChargedBullet">
		<defName>Bullet_Doom2016PlasmaGun</defName>
		<label>Plasma Shot</label>
		<graphicData>
			<texPath>Things/Projectile/Plasma2016</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<speed>200</speed>
			<damageDef>Bomb</damageDef>
			<damageAmountBase>12</damageAmountBase>
			<explosionRadius>0.5</explosionRadius>
			<suppressionFactor>3.0</suppressionFactor>
			<dangerFactor>2.0</dangerFactor>
			<soundExplode>MortarBomb_Explode</soundExplode>
			<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
			<secondaryDamage>
				<li>
					<def>Flame_Secondary</def>
					<amount>22</amount>
				</li>
			</secondaryDamage>
		</projectile>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="Base6x24mmChargedBullet">
		<defName>Bullet_Doom2016VortexRifle</defName>
		<label>Plasma Shot</label>
		<graphicData>
			<texPath>Things/Projectile/Vortexbeam</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<speed>200</speed>
			<damageDef>Bomb</damageDef>
			<damageAmountBase>12</damageAmountBase>
			<explosionRadius>0.5</explosionRadius>
			<suppressionFactor>3.0</suppressionFactor>
			<dangerFactor>2.0</dangerFactor>
			<soundExplode>MortarBomb_Explode</soundExplode>
			<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
			<secondaryDamage>
				<li>
					<def>Flame_Secondary</def>
					<amount>22</amount>
				</li>
			</secondaryDamage>
		</projectile>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="Base6x24mmChargedBullet">
		<defName>Bullet_Doom2016Hellshot</defName>
		<label>Plasma Shot</label>
		<graphicData>
			<texPath>Things/Projectile/HellshotPlasma</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<speed>200</speed>
			<damageDef>Bomb</damageDef>
			<damageAmountBase>12</damageAmountBase>
			<explosionRadius>0.5</explosionRadius>
			<suppressionFactor>3.0</suppressionFactor>
			<dangerFactor>2.0</dangerFactor>
			<soundExplode>MortarBomb_Explode</soundExplode>
			<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
			<secondaryDamage>
				<li>
					<def>Flame_Secondary</def>
					<amount>22</amount>
				</li>
			</secondaryDamage>
		</projectile>
	</ThingDef>

	<!-- ==================== Recipes ========================== -->

	<RecipeDef ParentName="ChargeAmmoRecipeBase">
		<defName>MakeAmmo_Doom2016PlasmaCell</defName>
		<label>make UAC Plasma Cells x450 shots</label>
		<description>Craft 450 shots' worth of UAC Plasma Cells.</description>
		<jobString>Making UAC Plasma Cells.</jobString>
		<workAmount>12600</workAmount>
		<ingredients>
			<li>
				<filter>
					<thingDefs>
						<li>Steel</li>
					</thingDefs>
				</filter>
				<count>2</count>
			</li>
			<li>
				<filter>
					<thingDefs>
						<li>Plasteel</li>
					</thingDefs>
				</filter>
				<count>33</count>
			</li>
			<li>
				<filter>
					<thingDefs>
						<li>ComponentIndustrial</li>
					</thingDefs>
				</filter>
				<count>2</count>
			</li>
		</ingredients>
		<fixedIngredientFilter>
			<thingDefs>
				<li>Steel</li>
				<li>Plasteel</li>
				<li>ComponentIndustrial</li>
			</thingDefs>
		</fixedIngredientFilter>
		<products>
			<Ammo_Doom2016PlasmaCell>450</Ammo_Doom2016PlasmaCell>
		</products>
	</RecipeDef>
</Defs>